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Save-Point - Animated Battler, ParaDog ATB and TBS.

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Full Version: Animated Battler, ParaDog ATB and TBS.
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Well
folks, I wanted to ask you one way to get use ParaDog ATB system
Minkoff's Animated Battlers, and TBS, all together in battle!

Download here the TBS: http://www.4shared.com/zip/rznY2lni/nm7tbs_cursor.html

Download here ParaDog ATB and system
of Animated Battlers: http://rapidshare.com/files/1762789214/AB_ParaDog.zip

[The Battle Menu]

http://imageshack.us/photo/my-images/843...scene.png/

It will be basically the same as above, but with a little something extra:
Usually
in tactical games, the player can move and then decide a new action
(whether to use items, skill's or attack) here is different, if he
chooses any function, will have to wait for the bar to fill again to be
able to make a new action .

If the character choose the "Move" or "Items", the bar will begin to fill half (50%).

If
he chooses the other (Attack, Defend or Skill) the bar is empty and
begin to fill the zero (0%) being the option Defend the character will
stay in defense mode until the bar is full again.

[Attack]

I
intend to use longer range than one tile (even for classes as
swordsmen), and at the time of the attack, the hero will run within the
center of its range up the enemy and then make the attack. After the attack he returns to his position (like the battle systems side).

When the character is attacking, its power will not be displayed. The
script will check if there are enemies within range and a cursor will
appear shown that enemy will be attacked (the cursor can be increased
sinteticidade the enemy or just the default system cursor) as the battle
systems side.
If the equipment is something like a bow or gun, I put a word on the hardware configuration. The script looks like this:

Quote: # ------------------------------------------------- -------------------------
# The weapon range, instructions inside.
def self.range (id)
# To add an weapon with more than one range to the list, use WHEN [id], r = [range]
# Where [id] is the current item id and [range] is the current range in tiles.
id case
When 17, r = 3
When 21, r = 3
else, r = 1
end
return r
end
# ------------------------------------------------- -------------------------
With the addition of the word (for melee weapons to fight hand-to-hand), it will look like this:

Quote:# ------------------------------------------------- -------------------------
# The weapon range, instructions inside.
def self.range (id)
# To add an weapon with more than one range to the list, use WHEN [id], r = [range]
# Where [id] is the current item id and [range] is the current range in tiles.
id case
When melee 17, r = 3
When melee 21, r = 3
else, r = 1
end
return r
end
# ------------------------------------------------- -------------------------
And for Skill's long distance, just do the same thing above but with the word "skill".

[Animated Battlers]

I think it may be the hardest part of all. I want to use the system Minkoff animated battlers:

http://imageshack.us/photo/my-images/844/ashr.png/

The
hero will just keep looking left or right, as the attack graph is
facing left, the script will reverse it horizontally when the attack is
to the right (like the ACBS Victor Sant).
Got that? I think this application is relatively simpler than the last I asked involving TBS. I will be very grateful if you can help me!
I'm a little confused. You say you want to merge it with a TBS, which would be a system where you move from one map tile to another (something pretty difficult in itself). However, you mention that after an attack, the battler returns to his position. That sounds intriguing, but VERY difficult as a combine.

In essence, you want something like Charlie Fleed's Hartacon Tactics.

BUT... I don't know if you are aware of the numerous battlesystem demos I have in the Animated Battlers thread in which you linked. Click the DEMO spoilers. One of the demos is for the Paradog ATB already. And another demo, one made by Fomar0153, allows you to set AT ratings so an ITEM attack takes 50% of your bar, a FIRE spell takes 25%, a full attack, 100% of your bar. It may not be ParaDog's system, but it does have that feature.
If you did not understand was the part of the attack, I'll explain:

In most TBS's, you can walk up to a certain part of your reach and give up the case, you can press a button, making the hero undo all the way right?

So, what I want is basically it! When the player attacks an enemy, your character will run up to the enemy (of course, not forgetting that it will only run up to the enemy if the equipment has the word melee setup script, if there is the word melee, he can run the animation at a distance, as an archer or shooter), and soon after the attack, he returns to his position (the position before him attack the enemy).

But remember, it will automatically return to its original position, you will not need a key to be activated.

If they have more questions just ask me!
Wait. You just want it so melee attacks forces the battlers to run straight to the enemy for the attack while missile weapons (bows, guns) move to the center or stay put or make a single step? Is that it? You don't need a TBS merger for that, nor any additional script as it is built into Animated Battlers. Just check the 'movement control center' about the 3/4ths way down the configuration page. Winking

You'll probably set the IDS of your weapons into the MNK_STATIONARY_WEAPONS array if you want battlers to remain fixed in place if they're using a gun. Or you can include certain skill IDs into the MNK_STATIONARY_SKILLS array. But keep the MNK_STEP_ATTACK value set to false so the attacks run up to the target. If set to true, the battlers take a single step forward before performing the attack animation.

It sounds like what you want... they run up when performing a melee attack, but makes them stay put if using a bow.
I made a small sketch of the battle system, I hope the pictures explain better than me!


In
this image below shows the player choosing the location of motion, and
animation of him going to the location (if necessary or possible, the
character can move diagonally) after the bar reaches 100%.


[Image: montagem1q.png]
[Image: montagem2x.png]
[Image: montagem3.png]
In these images below, shows the character going to attack the enemy hand-to-hand (you know why), and the initial position voltanto! (Only noting that as the player chose the option "Move", the bar began to fill the half and as proof of this, notice that the bar of the enemy also filled (50%))

[Image: montagem4.png]
[Image: montagem5.png]
[Image: montagem6.png]

One thing I forgot to mention the main topic, when you reach the turn enemy, he will run the animation usually like an abs (the camera will not focus on the enemy when it is your turn), and if he attacks, he will be in the same position, he did not back the original position as the character.

I hope it has gotten better understanding and once you have finished with any questions, but if you still have, do not hesitate to post!
I understand, I think. But I do not get what benefits this gives you as a designer or a player over a regular tactical system?
The typical battlesystem, utilizing a Spriteset_Battle, does not include a grid system which is what you would need for a move to/from system as you have described. So, this would in essence be played on the field map... based more on a tactical system than a CTB like ParaDog's.

So this is a Tactical system still.... changing the system so you have a movement phase, followed by an attack/item/defend mode later... enhanced by an animation system akin to animated battlers. Along with that, your tactical system has an AT system.
Look man, can you do the system or not? If yes, you can do it the way I asked?
I just need these changes, or at least what can be done and is at your fingertips.

Quote: I understand, I think. But I do not get what benefits this gives you as a designer or a player over a regular tactical system?
It's simple, the system will become more dynamic and original! I worry too much about the fun and enjoyment of who is playing!
Do not misunderstand. First, it's good to see what you're using or how to do it. The Animated Battlers system cannot work with a map-based system such as a TBS. HOWEVER..... You can make it so you can have actual attack poses from your charactersets if you so choose.

If you ever look at MrMo's ABS, it allows you to have your characters perform attack poses or show themselves be hit. This was available even before I scripted anything for it. This would entail you having multiple charactersets, so your breakdown would be like this:
  • HERO.png - Your typical walking character
  • HERO_Sword.png - Your character swinging a sword
  • HERO_Cast.png - Your character waving hands to cast a spell
  • HERO_Item.png - Your character appearing to throw a potion in the air.
  • HERO_Hit.png - Your character being knocked back by an attack.
This may be hard to build into a TBS, but it is not impossible to do with charactersets. Making them run from one space to another though? I'm not sure about that.

As to the AT TIMER system that the ParaDog system has, I am not sure. You could have some sort of switch system so longer attacks or skills cannot be performed repeatedly. In this, I mean you cannot perform a big FIRE spell over and over, or use a big battleaxe repeatedly.

A sort of counter could be made so a sword takes 1 turn, but an Axe takes 3. Each of that actor's actions takes off '1' point so he can again react when his counter reaches 0. It may not be an AT bar, but it could double as one.
It is, as a matter of using chars instead of battlers I do not see any problem, if that is the only way then do so.

As for AT, I prefer the system equal to the ParaDog for the shifts. This way you spoke to me very reminiscent of Valkyrie Profile 2, I ask that if possible try using the system ParaDog, most really do not have the solution, then you can do it the way he spoke!
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